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Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r:
Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!

Hi,
After some tests and corrections I decided to put it on the open test.
If anyone needs this program, I will repair the remaining errors and also change or add new features if needed.
Program to generate a vegetation by mask.
It can:
1) Import object list from Terrain Builder.
2) Random place objects on area selected by color from sat. mask texture.
3) Generate object by defined random values of size, direction, pitch.
3) Export result as .txt back to TB.
Small manual:
1) Create new project.
2) Import mask image.
3) In upper menu select "objects database", and fill it with your objects.
You can import them from TB project. Press import button and select .tml file from \TemplateLibs folder.
4) Create new color mapping (press button "New color mapping" and name it).
Select created color mapping item, then double click on map cell (2d mode)), right click on tile and select color.
5) Add layers to created color mapping.
Right click on mapped color item and add layers (like Forest),
select % object fill on this layer.
6) Setup layer objects.
On layer press on "0" button and select out objects for this layer.
7) Press "Generate placement".
For all map object placement in map view or in 3d view for single tile generation (for quick TB import, testing).
8) Result for TB import will be generated as .txt in selected output folder.
Notes:
"number of tiles" = basically copy this value from TB project.
color mapping = color from mask, on with objects will be placed.
go back to the full map view = press 'M' or Backspace
Tips:
1) You may need to setup drive path with more free space for ImageMagick cache files: Menu>AppSettings
2) For better performance us bigger number for "Tiles in row count" in project setup. Try to have < 512px tile resolution.
Example: You have 36864px source image resolution and tiles in row count 96, 36864 / 96 = 384px.
.Net Framework 4.7 requeued.
Discord channel:
https://discord.gg/rGTmrFU
Link:
ver. 0.9.9.7c
https://1drv.ms/u/s!Ao0Oj5mjcuAikf4dwNjkxNPQRquQqQ
Manual:
https://1drv.ms/b/s!Ao0Oj5mjcuAikptxVeVTf9IzIgRfCA

Today we're opening the public beta for the experimental client ports of Arma 3 to Linux and Mac. Please carefully read this overview page for the details, limitations and a F.A.Q. You can also contribute to the documentation here, and of course report issues on the Feedback Tracker. Feel free to discuss the ports in this thread generally, or open specific threads in this forums category. We're keen to learn how the ports work on your specific hardware / drivers / distributions. Please let us know about both your bad and good experiences as well.
Even though there are some significant limitations, we hope this gives some of you a taste of Arma 3 on another platform than Windows. Enjoy!

Hello, ya'll!
Many people keep asking so just to make sure - Vigor Closed Preview Officially Ended - What does that mean?
You will be able to access Shelter
You won't be able to enter into the encounters
Encounters/Maps will be re-activated once the game hits Xbox Game Preview - Starting this Monday 30th of July
To play Vigor during the Game Preview- you can either get 2 hours of Gameplay for free or become a "founder" and purchase our "Founders pack" granting you unlimited access to the game + a few exclusive items
You will be able to purchase the Founders Pack on the Xbox Store right on Monday
Hope this helped & looking forward to seeing you around in Vigor!

In this thread we'll post announcements about Experimental Ports updates. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss these updates here.

Hey folks,
after posting teasing pictures in the ArmA 3 Photography thread for a while now, I decided that my first add-on is good enough to have a public beta test.
This little add-on depicts the Afghan National Army and Police, including the ANA Commandos and Special Forces. It is based heavily on other mods/add-ons done by the community and has a lot of requirements, but quite frankly: I was kind of bored by all the reskinned vanilla content add-ons out there.
More pictures:
Credits:
Since I have only done the config and (most of) the textures, there is a long list of people I have to give credit and thank for their generous permission to use their work:
- First of all, the outstanding Team of the Red Hammer Studios for most of the gear and weapon models and textures
- the Serbian Armed Forces Mod for the uniform model (included in RHS GreF)
- road runner for the MICH2001 models
- Adacas (and the other authors who contributed to his work) for the Military Gear Pack
- Adacas again for help with the config
- Robert Hammer for his M16s and nice weapon accessories
- toadie2k for the SAW add-on
- evrik and 3CB for beta testing
Please note that this is a beta release that was only tested by a small circle of people. There will most probably quite a few bugs!
Known issues:
- "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'." error caused by RH's M4/M16 add-on
- "Cannot load terxture 'milgp_facewar\textures\f_half_face_cover_rgr_co.paa'." error caused by Adacas' Military Gear Pack
- The ANA vests still have the handgun proxy, but no holster. Nothing can be done about it, since I can't change the models.
- many requirements, I will try to reduce them (for example I can drop the M4/M16 pack once RHS adds their own M16 to their mod).
The requirements:
Download link for beta 0.4.2:
https://drive.google.com/open?id=0B78y5Tai3PVRdm5wNXppNENmaGM
ArmA3.de: http://arma3.de/include.php?path=download&contentid=4698
ArmaHolic: http://www.armaholic.com/page.php?id=31668
Disclaimer
For personal entertainment purposes only. Not for commercial use!
Do not edit and redistribute without permission of the author.
Creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.

Welcome to Sync withSIX. The new Discovery, Publish and Synchronize Mods platform by withSIX. After a long and hard time with SIX Updater and Play withSIX, we decided to take a new approach to the problem, leading to a much more streamlined, stable and well performing result.
Posts
Introduction
Focus on our core features, going open source and becoming 'lean'
Find & Follow Us
Changelog
withSIX Community Forums
| | | |
Background Vision
Simple
Small
Fast
Reliable (as in stable and predictable results)
Flexible (as in easily support new use cases, and games)
Open (as in OpenSource and Public APIs)
Built with web-technologies (so we can be fast and simplify and unify our architecture across devices/clients)
Features
Download, Install and Updates Mods and Collections [uses Delta patching to keep updates small] - Directly from the website!
Simple playlist design to quickly and easily manage the content you wish to play
Launch your game vanilla, or with mods or collections.
Publish Collections with optional Custom Repository content and Servers to have your users directly join
Projects
Sync BETA (Source) - Background software to facilitate the functionality that a browser can't. Also includes a small UI to give you access to your recent and installed content, and settings. In case you are offline.
SyncUI ALPHA - (Source) - Don't like to use your browser or the mini-UI that Sync provides? Use this all-in-one solution.
SyncAPI.JS - (Source) - Want to build your own frontend with e.g NodeJS, Electron, or even a website? You can!
withSIX.com Frontend - (Source) - The withSIX.com web experience
SyncAPI.C# - (Source: TBA) - Want to build your own frontend with e.g Microsoft .NET, Mono, WPF/WinForms/WinRT? You can!
withSIX-docs - (Source)
Roadmap
Sync STABLE releaseStabilize
Finalize functionality
Finalize and optimize the design/styling
Evaluate the desire for an integrated Server Browser (knowing that we are currently limited to auto-provide the list of required mods due to limitations in the Steam Query protocol)
Improved support for Mod Authors
Improved support for Custom Repository hosters.
Publish the rest of our source code.
Evaluate SyncUI and the unification with Sync itself.

Server binary
https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2
https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2
Changes:
STEAM libraries are now part of package
steam_appid.txt is part of archive
glibc 2.15 or newer needed (was 2.16 in previous server build, older isn't possible due to steamlib dependency)
some little irks related to nix libraries
Note:
* it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly.
Please provide us with feedback to this topic.
http://community.bistudio.com/wiki/ArmA:_Dedicated_Server
previous thread about 1.63.xxxxx linux server :

New beta patch for CCGM is available at CarrierCommand.com
From this version, it is possible to edit database (items, vehicles speed) via xml files located in scripts/base folder.
We made an example how to add new carrier laser weapons (and one more item). Download CarrierLaserGuns Mod
File: Carrier_Command_Patch_1.07_0023_Beta_SDK.zip
CRC-32: fa626f2b
MD4: 12b40d28ab7a32e1194487a4b74585b6
MD5: 440c5cac4b4c41f796121321f5ec6175
SHA-1: e761ef048305a0d11cee5a479239c0b4404a027e
Patch 1.07.0023 Changelog
---------------------------------------------------------------------
- Fixed wrong waypoints in the missions on volcanic terrains.
- Fixed Launch Drones button.
- Fixed situation when the player could get stuck in the elevator.
- Fixed empty red slot on the command bar, when player abandon unit.
- Fixed situation when load occasionally restart the FPS mission.
- Fixed levitating trees on the Terminus island.
- Fixed disappearing Rifle crosshair.
- Fixed possibility to kill yourself with the turret in the Bacchus mission.
- Fixed occasional crash during Timewarp.
- Fixed a few levitating building components after destroying.
- Fixed scanner enhancement, which did not properly show weapons for droids
- Fixed bug when torpedo exploded immediately after launch.
- Fixed situation when player could undock the manta inside a carrier.
- Fixed Repair gun damaging Manta Shield.
- Fixed lag after destroying the last Shield Booster on the island.
- Fixed situation when the carrier came out from Timewarp far away from an island.
- Fixed availability of Set Sail in tutorial mission Treasure.
- Added noise notice when unsuccessfully hacked the Rusty Building.
- Added information about type of turrets when a unit with Scanner is undocked.
- Changed elevation angles of FLAK cannon.
- Removed "invisible" satellite on the Treasure island.

build 1.63.130810 has just been released on Steam in Beta branch for Arma 2: Operation Arrowhead
Engine:
Data:
http://forums.bistudio.com/showthread.php?191811
note:
this is newer than released 'stable' 1.63 !
warning:
as data differs to stable 1.63 it might cause issues on some servers / mods -
please tell mission authors/mod creators/server owners to work on support new data before it become new stable

In modules, I'm trying to use Set Position/Rotation, however the module will not let me change "Rotation" from Yes to No for some reason. I have all the objects pointed in their own directions and I was wondering if there was a reason why this module won't let me change it to not force rotation.
http://i.imgur.com/xFPFEnR.jpg (147 kB)

fixed:
https://dev.withsix.com/issues/74473
https://dev.withsix.com/issues/72574
to report any regression in 1.63 please see: http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas
edit: Small reminder - this beta is published as Beta branch of stable version. Not separated beta product.

As the title suggests, I am trying to access the init from a created object from an sqf..
My example example of the object and position.
//f-18_1
_pos = [14228.0078125,16305.0800781,0.00465202];
_object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"];
_object = _this select 0;
_object setDir 144.741;
_object setPosATL _pos;
Now I would like to add a re-spawn via external script,, Iceman77's advance vehicle re-spawn to be more exact..
_nul = [this, 2, 1, {}] execVM "vehrespawn.sqf";
But I'm at a loss for a solution at this point, as the code normally implemented in the argument, seems to have changed in the last while.
setVehicleInit
processInitCommands
clearVehicleInit
So,, that is my question. I would like to access the command remote..
So that leads me to.
call BIS_fnc_MP;
However, I'm unfamiliar with this method.
I just want to access the init field of an object for re-spawn or simple commands to run my missions/projects..
Could someone help elaborate, as I'm sure others would like help with this as well...
As you can see I clearly did some research, but I need help or a nudge in the right direction.

As some of you may have noticed new Beta was released yesterday.
Same as before use "beta" branch under Arma 2 Operation Arrowhead to access this version.
How-to-change-Arma-branches-between-STABLE-amp-DEVELOPMENT
Changelog:
- GS lobby removed
- EXE signature fixed

It really would be great to have an official BIS-released vanilla addon or DLC of Chernarus for Arma 3. I know, there are methods to implement Chernarus and even Chernarus+ into Arma 3. But it is always connected with issues, flaws and error messages (before game start, in menu, in editor, in preview, script errors).
I would even PAY for an A3 Chernarus DLC (though I own the preorder supporter editon of A3). Just the pure landscape, A2 weapons and vehicles don't have to be included (though it would be great). Nothing would have to be improved ('old' textures and such).
Chernarus is one of the most beautiful and amazing landscapes ever created. It should be taken over and made be playable without any errors. No, I am not beating down on Karts, but imho most players should be happier about a flawless and inherently supported vanilla Chernarus (and Utes) than about those Karts.

basically has anyone acomplished the task of interupting the MoveTo command in a FSM?
our group cannot figure out why we cant interupt it.
is there any other commands that we could look into?
basically our AI is following the players path a bit too much its quite funny but annoying at the same time

Patch contains MP steam lobby and is distributed only for steam version of game (Arma2: Operation Arrowhead Beta)
To be to able to use Steam lobby you must
- run game from Steam client, so proper application ID is used
- to start public server you must not be hidden behind NAT
- to start DS, steam_appid.txt must be present (so DS knows product ID)
- steam dlls must be present
For more details please read http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy